Starship Chess

ABSTRACT

A chess-like board game with a commercial name of Starship Chess provides a one-on-one or multiplayer (up to six player) tactical space combat game, like the game of chess between two versatile playing pieces or two teams of versatile playing pieces. The game is played by two-to-six players and each player has a fully maneuverable starship, complete with manageable resources, engines, weapons, and shields. Each player must navigate his starship in order to gain an advantage over the player&#39;s opponent with respect to direction and position. A starship can engage, withdraw, replenish, and reposition to plan out attacks. Players must learn to think ahead, predict opposing player&#39;s tactics, and outwit the opponent to win.

CROSS REFERENCE TO RELATED APPLICATION

This application is a continuation-in-part and takes priority from and claims the benefit of U.S. patent application Ser. No. 14/957,932 filed on Dec. 3, 2015, the contents of which are herein incorporated by reference.

FIELD OF INVENTION

The invention generally relates to a board game, more particularly to a chess-like board game.

BACKGROUND OF THE INVENTION

The game of chess has been played for centuries on a traditional chessboard by two players. The chessboard contains 64 squares, alternating light and dark colors. The game is typically played with 2 sets of 16 chess pieces. Chess is a game of skill and the winner of the game is usually determined by the relative skill and playing experience of the players.

Different forms and variations of the game chess have been developed and played. There is always an effort to make the game of chess even more complex and challenging by adding more than two players, by adding a three-dimensional chess board and by altering the traditional rules. While some may find these alterations challenging, many find the conventional game of chess, as well as the modified games of chess to be rather monotonous and uninteresting due to the prolonged periods of play required and the intense concentration required during the course of play.

A modified chess game is disclosed in U.S. Pat. No. 3,794,326 issued to Vialek, which utilizes a die to introduce an element of chance to the game. However, the game utilizes a conventional chessboard having sixty-four squares and the conventional number of chess players, thirty-two. Consequently, the game is still relatively complex, time consuming, and for many, not enjoyable.

SUMMARY OF THE INVENTION

The instant board game assembly, as illustrated herein, is clearly not anticipated, rendered obvious, or even present in any of the prior art mechanisms, either alone or in any combination thereof. The versatile system and method for a new and improved chess-like board game are illustrated. Thus, the several embodiments of the instant apparatus are illustrated herein.

It is an object of the present assembly to provide a new chess-like board game, particularly a chess-like board game, wherein the game is played between two to six people and utilizes custom variants of classic gaming items as the game pieces. This array of customized playing pieces will enhance the game further by making it easier to play.

It is yet another object of the present assembly to provide a new chess-like board game that allows for play one-on-one, two-on-two, three-on-three, or every person for themselves in a tactical space combat game formation.

It is yet another object of the present assembly to provide a modified chess-like game which may be played between two and up to six players.

Another object of this assembly is to provide a modified chess-like game which incorporates all the interest of a conventional chess game but which provides more entertainment and excitement.

It is yet another embodiment of the present invention is to provide a new chess-like board game and its associated method of game play.

The present assembly relates to a new chess-like board game having a plurality of game pieces. The plurality of game pieces include a chess-like board of 64 squares in an 8×8 set-up. Additionally, an expanded border to increase the playing size by an extra two squares in each row/column, thereby creating a ten-by-ten playing surface when more than four players are playing, for a total of 100 squares. The chess-like board may then be reduced back to eight-by-eight, or 64 squares, when there are again 4 or less players in the game.

Furthermore, the new chess-like board games includes the chess-like board with a space star-field background and green grid-lines to separate the squares, a console score board with two distinct rows of 30 peg-holes for every player, one deck of 27 specialized cards per player, a two-sided token chip with an arrow on one side and a stop-sign on the other per player, one flat starship playing piece per player, one six-sized die per player, denoting only 1, 2, and 3 twice on each die, one two-sided coin-like chip per player, denoting force-field (shield) success or failure when tossed like a coin, one semi-transparent tinted plastic disc per player large enough to cover the border of each starship to visually represent a force-field shield around the starship, a large circle of clear plastic sheeting with numbers indicating laser damage to lay over the game board for calculating laser damage, and a large circle of clear plastic sheeting with numbers indicating torpedo damage to lay over the game board for calculating torpedo damage.

The chessboard represents outer space, where the action of the game takes place. The chessboard also represents a player's star chart. In order to play the chess-like board game, the chessboard should be placed diagonally between the two players so that opposite corners face each player.

Each player's collection of playing pieces will be distinguished from other player's pieces by color. The six colors are White, Black, Red, Green, Yellow, and Blue.

Playing pieces will be initially made out of cardboard, plastic, and card material. The following will be card material: the playing cards. The following will be plastic: coin, shield, die, damage overlays. The following will be made of cardboard: starship, playing board, scoring board, engine status token, and torpedo tokens.

The flat starship playing pieces represent each player's starship, with an obvious front and rear represented. The two starships are placed diagonally across from one another on the chessboard, one square in from each corner facing the center of the chessboard. In games involving more players, each additional player's starship is similarly added to the board, ensuring all are equidistant, and out of attack-range of each other. This may entail all ships being adjusted to comply with this requirement.

The flat starship playing pieces should preferably fit within the boundaries of a given square on the chessboard. Each player's starship should look different from their opponent's starship.

The console score board represents a player's console on the bridge, displaying each player's ship's engineering data and damage reports. The console score board is how score is kept between the two players. Each console score board is a peg-board that consists of two rows of 30 holes, one row marked yellow, the other row marked red. The yellow row of 30 holes represents a player's power level or energy. The red row of 30 holes represents a player's shield level or health. Each row has its own white peg for scoring. Each player place their two respective pegs for the console score board at their respective far end, or top of the console score board. This is considered as starting out the game with a full 30 points for each the yellow (power) and the red (shields). Players draw the pegs down toward the bottom of the console score board as points are depleted.

The players also use custom 6-sided dice, one die each per player, displaying 1, 2, and 3, and an additional 1, 2, and 3 where the 4, 5, and 6 would be on a regular die. This ensures that the scoring of each die roll will be 1, 2, or 3, no matter what.

Large transparent or semi-transparent color-tinted plastic discs are used to represent a player's reflector shield. Each disc should be just large enough to completely cover a player's flat starship playing piece. A player would use a transparent disc to “raise” their reflector shields against attacks by placing it over their flat starship playing piece and leaving it there, then reducing their power by one point on their console scoring board, and if attacked, tossing their coin playing piece to determine if the shield fails or holds strong.

A coin playing piece is kept by each player, and should be the same color as their other playing pieces. The coin-like plastic chip is used by each player to flip in order to determine success or failure when that player raises their shields. Either thick acrylic plastic material, or a large bingo chip could be used for this. One side depicts a ring depicting shields have held strong, and the other side depicts an explosion to depict the shields have failed, and damage will incur.

The torpedo tokens shall be represented by four small cardboard cutouts per player, smaller than the starship playing pieces. The torpedo tokens shall depict flying fireballs of some sort, with an obvious comet-trail, which depicts a front and a rear of the torpedo in motion. When a player fires torpedoes at an opposing starship, they place their torpedo token on the board, directly beside the ship they are firing the torpedo at. The torpedo token's comet-tail should be facing the player firing the torpedo. All torpedoes will be surrounded by a border of color matching the color of the player in question's other playing pieces.

The damage overlays are large circular sheets of clear plastic with damage indicators in certain locations, and is used too easily determine damage inflicted during gameplay. There are two damage overlays. One damage overlay is for laser damage, and the other damage overlay is for torpedo damage. There are also icons to accompany the damage numbers. There are explosion icons for laser damage, and torpedo icons for torpedo damage. Players simply lay the clear plastic sheet over the board, and the damage number located where the ship in question is located indicates the damage. The center of each damage grid has a chevron arrow to align with the front of the ship to be centered, thus aligning the damage overlay properly.

The damage chart is a printed piece of paper indicating all damage levels for both weapons, to accompany the game, and to be used in lieu of a damage overlay. Players would have to reference the chart to determine damage.

Playing cards consist of “Navigation Cards” and “Engineering Cards”, and are used to determine a player's ship's movements and functions. Each player needs one deck of 27 custom playing cards to play. Each deck of cards will be marked with a colored border matching one of the six player colors. This is important in order to match each player's set of playing pieces, and thus differentiate all of the players from one another. Both sides of each card will have a colored border, in order for the color to be displayed whether cards are face-up or face-down.

Each deck will have a different color, corresponding to the player. Each deck will consist of 27 custom playing cards. The card backs will display the name Starship Chess. The card fronts will display specific movements and functions for the players' starships to carry-out during the game. Every deck contains three each of the nine available options.

Each deck will consist of three “Ahead One” cards, to move the starship ahead one space on the board. Each deck will consist of three “Ahead Two” cards, to move the starship ahead two spaces on the board. Each deck will consist of three “Ahead Three” cards, to move the starship ahead three spaces on the board. Each deck will consist of three “Ahead Four” cards, to move the starship ahead Four spaces on the board. Each deck will consist of three “Turn Left/Port” cards, to turn or rotate the starship one point to the left (each square on the starship chess board has eight points: four corners and four sides). Each deck will consist of three “Turn Right/Starboard” cards, to turn or rotate the starship one point to the right (each square on the starship chess board has eight points: four corners and four sides). Each deck will consist of three “Stop” cards, to stop the starship from moving, or to have it remain in place. Each deck will consist of three “Reverse One” cards, to move the starship in reverse one space on the board. Each deck will consist of three “Engineering” cards, to provide players with certain options which can be carried out during the course of the game.

Once an Engineering card is played, it is spent, given up for the remainder of the game, and not returned to your hand the way Navigation cards are. Each of the three Engineering cards look identical, and display three different options. These depict the three different functions these cards can serve. Each function relates to how many cards are played, one, two, or three. One: Repair, Two: Overdrive, Three: Re-arm.

Engineering cards must be played like regular navigation cards, plotting them in advance

In a preferred embodiment of the present assembly, each player or captain of the starship plots a course by placing three navigation cards face-down in a row. Both captains flip over their first card at the same time, thus enacting the results of the card simultaneously. The same action is repeated for the second card and the third card. Now, after the three cards are flipped, each starship regains one power point and plots their next course. The power may be transferred to and from the shields (discussed further below) before playing the next turn. This pattern continues throughout the game.

In another embodiment of the present assembly, each square on the chess or checkerboard is comprised of eight increments or ‘points’ as on a compass for directional turning and movement of the playing pieces. These are the four sides, and the four corners.

In another preferred embodiment of the present assembly, the Engine Status Token displays a player's current direction of movement. It has an arrow on one side, and a stop-sign on the other. The token is smaller than the playing cards so that it can easily hide beneath an overturned card, but is almost as wide as the playing cards. The token is also designed to rest on the bottom half of an overturned card, and to be moved to the currently played card in a plotted course, so it follows the course of the game. The symbols on the token are intended to indicate the current movement status of a starship. The stop-sign signifies a stopped position. The arrow turned facing forward from the player's perspective (away from the player) signifies forward movement. The arrow turned facing backward from the player's perspective (toward the player) signifies reverse movement. Tokens

When the game begins, players secretly choose which way to place their Engine Status Token, and hide it beneath their first card, so when that card is flipped, they display the direction their ship is moving forward, reverse, or if it is stopped. During the game, players continually turn or flip the Engine Status token in accordance with their current movement via navigation cards to indicate the starship's current engine status. This is important, as the players' engine status dictates how a player's starship moves when using the navigation cards. Further, a stop navigation card must be played before changing forward or reverse.

In another embodiment of the present assembly, when the starship's engines are in a stopped position, the player's starship can only travel straight ahead or behind, or rotate in place. A player's starship can only change between forward position and reverse position if the starship has been in the stop position first. When a player's starship piece is in a forward position, a turn card rotates the front of the starship by 1 point, and then moves the starship 1 square forward/ahead. In reverse, a turn card rotates the rear of the starship by 1 point, then moves you 1 square backward.

Moving one square at a time costs the starship no power because in the game moving the required spot is considered minimal power. However, moving ahead in excess of one square, either 2 squares, 3 squares, or 4 squares ahead, is considered light-speed power, and costs a player one point of power. A player may only light-speed his starship forward, not in reverse. If the player tries to use the light-speed option while the starship is in reverse position, the starship stops. If the player tries to use light-speed but the player is out of power, the player's action is dictated solely by the Engine Status Tokens. The player may only move forward one square, stay stopped, or move in reverse one square.

Another embodiment of the present assembly has playing cards which are like traditional playing cards, in that they have writing on the top and bottom of the card face, so it can be easily seen no matter how you place a card down. This means there is no way to flip over a card upside down, and no need to correct it by rotating it into view. This means the top half of the card will have the information a player needs to read, and the lower half will have upside-down information, which would be readable if the card were somehow rotated 180 degrees.

Another embodiment of the present assembly has engine status tokens which are almost exactly the same size and shape as half of a playing card, but just slightly smaller. The purpose of this is to allow a token to be played along with a card, to have a multi-function purpose, and display more than one thing at a time per card when playing. The engine status token is moved along to the next card in-play. The token covers the lower-portion of each card, allowing the top of the card to be easily seen and read, while the lower-portion of the card would appear upside-down to the player anyways.

Another embodiment of the present assembly is that the chessboard, also known as space, is boundless. Thus, a player may travel off the chessboard and continue on the opposite side of the board, as if both sides of the board touched and were continuous. Exiting the board diagonally, keeps a player's starship on the same color square, in the same direction. If the players so wish, the players may slide or drift both starships to the middle of the board in order to make the starships easier to view. The players would keep the starships in the exact position and distance from one another.

In yet another embodiment of the present assembly, players may combat the starships. In general, a combat encounter is initiated when both starships come within attacking range of each other. The attack ranges are: long range, wherein the starships are two squares apart of each other; short range, wherein the starships are one square from each other; converging coordinates, wherein the starships share the same square. Players may either attack an opposing starship with weapons or defend a starship against an opposing starship with shields.

When a player chooses to attack an opposing starship, the player has a choice to attack using one weapon, both weapons, or hold fire. If a player defends an attack and raises a shield, the player is not able to attack. Battle plays out simultaneously, thus all player's starships always incur some type of damage at the same time.

In one embodiment, each player has two weapons: lasers and torpedoes. Each weapon may be fired once per target per combat encounter. In a multi-player game, one can have multiple opponent starships to fire upon during a single combat encounter.

Lasers cost a player one point of power each time a laser weapon is used. In a combat, lasers lock an opposing starship's vulnerable areas and fires beams from the starship's “laser guns.” The precision and duration of the laser beams are affected by the angle of the starship while firing and attacking. In one preferable embodiment, the most destructive laser attack is discharged upon a target starship nearest the front corners of the attacking starship. The least potent laser attack is fired from the rear of the attacking starship. Laser damage is based on where the opposing starship is in proximity to the attacking starship, as opposed to torpedo damage is based on just the opposite (explained below).

Torpedoes cost a player one of the player's torpedo Tokens. In a combat, torpedoes are fired from the starship's “launch tubes” toward the opposing starship and detonate on impact. When fired at an opposing starship, a torpedo has potential to cause devastating damage to the opposing starship depending on which side of the opposing starship receives impact. Torpedoes do the most damage at the rear position of the opposing starship. Torpedoes are less crippling when fired at an opposing starship's front corners. Torpedo damage is based on where the attacking starship is in proximity to the opposing starship, as opposed to laser attacks which are just the opposite (See above).

In yet another embodiment of the current assembly, during a combat between two starships, lasers strike before torpedoes do, and laser damage is deducted first. Thus, lasers can destroy a starship before torpedoes are even launched. When torpedo damage is calculated, torpedoes do two more points of damage than lasers do. Even when the attacked starship uses a reflector shield, torpedoes still deliver one point of damage at converging coordinates or long range, and two points at short coordinates range due to impact.

When a player wants to utilize a torpedo token, the torpedo token must be displayed on the chessboard during play. The torpedo is placed adjacent to the starship being targeted, facing away from the ship firing the torpedo. Once the torpedo token is used, the player discards it so that both players are capable of keeping track of the number of torpedo tokens each player has remaining.

In yet another embodiment of the present assembly, damage to a starship is calculated by distance, location, and direction (also known as range, position, and heading) during an attack. Then, the dice are rolled and an additional random damage of one to three is added. Damage levels are the same for both weapons, except that a player adds plus two damage points to torpedoes. Damage points are deducted from the shield bank of the player's console (See Ship Console description below).

Distance influences damage. The closer a player is to an opposing player on attack, the more damage the starship can do, except if both ships are on top of one another, in which case damage is minimum (equal to long range). Damage points can range from a minimum of one point to a maximum of eight points. Long range distance is when two starships are two squares away from each other. Short range is when two starships are one square away from each other. Converging coordinates range is when both starships occupy the same square.

Damage for lasers is determined by the player's starship's heading. Damage for torpedoes is determined by the player's starship's position. Damage is distributed in a “Y” pattern. A “Y” pattern means that the maximum and minimum extremes are the two front corners of the starship and the rear.

Damage is calculated by counting the squares surrounding the player's starship for lasers, or surrounding the player's starship for torpedoes. Damage is indicated by the square counted, within that range (long/short). Damage points are awarded as follows: Long range: 1, 2, 3, 4, 5, 6, 7; Short range: 2, 4, 6, 8; Converging coordinates range: 1.

Specifically, for lasers, to determine the damage points, the players must count upward from directly behind the starship, around the starship, to the front of the starship. Maximum damage is reached at the front corner. Damage then counts back downwards to the front center of a player's starship. Wherever an opposing player's starship is located, that is how much damage the attacking starship's lasers will do to them.

For torpedoes, to determine the damage points, the players must count upward from the front corner of the opposing player's starship, around the starship, to the rear of the starship. Maximum damage is reached at the square directly behind a player's starship. Damage then counts back upward from the front corner to the front center of the opposing player's starship. Wherever the attacking starship is located, that is how much damage the torpedo will do to an opposing starship. Then, add two damage points.

In yet another embodiment of the present assembly, reflector shields are used by a starship as a defensive tactic to reduce or even nullify damage. When a player wants to use a reflector shield, he must declare that his starship is raising the reflector shield at the beginning of a combat encounter. A player expends one point of power when he activates a shield and the player must place the respective transparent disc on the starship to indicate shields are raised. Raising shields prevents a player from attacking with either the lasers or torpedoes for that specific combat encounter.

For each weapon used against a player's starship, the coin must be flipped to determine if the player's reflective shields hold or fail against the weapon. If the coin is flipped to heads, the shields hold. If the coin is flipped to tails, the shields fail. If a shield holds, then the player's starship takes no damage from lasers. However, torpedoes still inflict one point of damage at long range or converging coordinates, and two points of damage at short range. If a shield fails, the player still only takes half the amount of damage per attack but must round up.

In another embodiment of the current assembly, the ship console is used to monitor the starship's status and to keep score. Using the console score board, each player uses two rows of 30 holes. Each player places his pegs on the far side of the console score board. The two pegs begin at maximum at the top, and are drawn toward each player as points are depleted. These rows of holes represent the power level indicator bar and the shield level indicator bar of a player's starship.

The power bank bar is located at the left. The power bank bar represents a starship's energy reserve. Each player has a maximum of thirty power points. A player must deduct one point per use from this bar if firing lasers, raising shields or moving at light-speed. A player's power replenishes gradually, so a starship regains one point before plotting each course. After a player plots his next course and regains the one point of power, the player may transfer up to seven points of power to his shields by decreasing the power bank and increasing the shield bank. Conversely, a player may also transfer shield points to power points. Players are unable to change their plotted course after a transfer of power has occurred.

In yet another embodiment of the present assembly, the shield bank bar is located at the leftmost bar on the console score board. The shield bank bar represents the damage absorbed by a player's hull shields. This is different from raising a reflector shield in that this bar represents the integrity and lifespan of a player's starship. Each player has a maximum of thirty shield points. Whenever a player takes damage to his starship, the player must deduct points from the shield bank bar. If a player has no shield points remaining and the player's starship takes direct damage, the starship is destroyed and that player loses the game. Ties are possible, which would be akin to a stalemate in chess.

In yet another embodiment of the present assembly, Engineering Cards are used to present tactical options to players. Each player has three Engineering cards in their hand, which can be used at the player's discretion. Engineering Cards are played just like Navigation Cards, face-down as one of the three cards in a player's plotted course. Once used they are considered spent, and are not returned to the player's hand/deck of cards for the remainder of the game in the way that Navigation Cards are.

In yet another embodiment of the present assembly, there are three different functions engcards serve, depending on how many are spent. As a rule, the first card must be played as a card in the player's plotted course. If the player is only planning on playing one at that time, that one card is used and discarded. If more than one engcards are to be used, the player waits until it is time to flip that particular engcard, and then pull out the other one or two from their hand/deck and place them face up on top of the first engcard. Every engcard used at that time is used and discarded for the remainder of the game. One, two, or three can be used and spent at one time in this fashion.

In yet another embodiment of the present assembly, the three benefits and costs are named on the card. Spending one card is Repair, spending two cards is Overdrive, and spending three cards is Re-arm.

In yet another embodiment of the present assembly, repairing your ship can be done three times per game by spending on engcard per Repair. Overdrive can be performed once per game by spending two engcards, leaving you with one engcard to use for a single Repair. Re-arm can be performed once per game, leaving you with no remaining engcards.

In yet another embodiment of the present assembly, regarding the engcard Repair function, when a player's starship is in dire need, a player can attempt to make emergency repairs to his starship up to three times per game. While Repairing, a starship is stopped with shields raised cost-free and is unable to attack any opposing player's starships. If the player's starship takes any damage during repairs, the attempt to repair is interrupted and the repair only restores one point to the shield bank of the console. If un-interrupted, each successfully played repair card bestows points to a player's shield bank as follows: one point, plus an additional point for every fifteen points missing from both banks, to a maximum of five points per card.

In yet another embodiment of the present assembly, regarding the engcard Overdrive function, when a player's starship desperately needs to escape a dangerous situation or area of space, a player can opt to force their starship's engine into overdrive once per game. This costs two engcards, which is why it can only be performed once per game. The initial engcard is played face-down in the plotted course, and when this card is eventually flipped over and played, the player draws a second engcard from their hand/deck, and places it on top of the first one, stating they are overdriving their ship's engines. Overdrive is identical to light-speed, only there is no limit to the number squares the starship can travel in a straight line, and there is no power cost from your ship's power bank. Additionally, if your ship is in reverse, Overdrive has the benefit of changing your engine status token to “Forward” immediately without having to stop first. Your ship may immediately travel ahead any number of squares you choose, and your two engcards are spent.

In yet another embodiment of the present assembly, regarding the engcard Re-arm function, when a player's ship has three or fewer remaining torpedoes, a player can re-arm one torpedo, thus restoring one of their spent torpedo tokens to their inventory once per game. This costs a player all three engcards, which is why it can only be done once per game, leaving the player with no remaining engcards. The initial engcard is played face-down in the plotted course, and when this card is eventually flipped over and played, the player draws the second and third engcards from their hand/deck, and places them on top of the first one, stating they are re-arming a torpedo. During the re-arming process, your starship is stopped and shielded, cost-free, unable to attack, as when repairing. After that navigation card/coordinate is played-out by all players, and that segment of action is over, the re-arming player discards/turns-in their three engcards to retrieve one of their spent torpedo tokens, and places it in their inventory with their other playing pieces.

In yet another embodiment of the present assembly, a starship's power is expended when the starship enters light-speed, uses lasers, or raises reflector shields. Each of these activities requires the starship to expend one power point.

In order to win the game, it is a player's goal to destroy the opposing player's starship without losing his own ship in the process. Whoever's starship survives is the winner. A player may also win if the opposing starship chooses to surrender or self-destruct his ship. When a player has lost his final shield point, his starship is not actually destroyed yet until his starship takes at least one more point in damage. If both players' starships destroy each other simultaneously, then no one wins.

In another embodiment of the present assembly, a player may surrender defeat or self-destruct if the inevitable loss drags out over too much time. If a player has under ten points total remaining between both his power bank bar and his shield bank bar, and the player does not appear to be able to destroy the opposing player's starship, the player may opt to surrender or self-destruct his ship in order to avoid a lengthy and lingering end to the game.

Yet another object of the present assembly is to provide a tactical space combat game, “starship Chess.” The number of players is 1-6, and can include any combination for team play. Each player's flat starship playing piece represents a fully maneuverable starship, complete with manageable resources, engines, weapons, and shields. Each player is a captain of his or her individual starship and must navigate the starship to gain an advantage over the adversary player with respect to direction and position.

A player may engage, withdraw, replenish, and reposition to plan out an attack. A player is required to think ahead, predict enemy tactics, and outwit the adversary player in order to win the game.

Two players set up a chessboard and each are designated a respective starship game piece. The starships are placed on the chessboard and represent each player's starships in space. Each player also collects the special deck of cards too. The deck of cards are synonymous to navigation cards that will direct the player specifically on where to move and when to move their starship on the board.

To begin, both players lay three navigation cards face-down to plot the starship's course. These cards make the ship move and turn. Players flip each card over, one at a time, playing out the results of the card. Ships may soar halfway across the chessboard using a light speed option but this option costs the starship power.

If a player's starship comes in combat range with the opposing player's starship, then the player may attack by expending power for lasers or expend a torpedo token.

In one embodiment of the current assembly, damage to a player's starship is calculated by direction and location, and dice rolled to add to the overall total.

Power is also used for raising shields if a player needs to defend its starship instead of attack. Power points are drawn from the power bar of the player's console, and damage points are taken from the shield bar of the player's console (console score board).

In yet another embodiment of the present assembly, when a player reaches zero shield points and is then attacked, the player's respective starship is destroyed and that player loses the game.

Another object of the present assembly is to provide a game that is strategic and tactical. Players must remember that there are strategies that may be done before and during each round of play. Before each round of play, a player may regain one point of power and transfer points. During each round of play, a player may change his engine status cards accordingly. A player may also want to aim to stay behind the opposing player's starship. Further, a play may want to keep his opposing player's starship between the player's starship's front and side angles in order to avoid serious damage.

In another embodiment of the present assembly, the player may want to raise his reflector shields whenever the opposing player has the player's starship at a great disadvantage.

Players want to keep the shield bank bar as full as possible and plan evasive maneuvers with the starships when their shield bank bar approaches 50% full. Players want to reserve enough power to raise shields or fire lasers during any given navigation card. In addition, players want to reserve enough power to travel at light-speed, if a player plans to speed ahead.

A player whose starship is running low on resources and is able to maneuver the spaceship safely out of the opposing player's range, want to refrain from using light-speed in order to not expend further energy. A starship will want to move about at minimal power or come to a stop in order to regain energy.

It is in a player's best interest to use light-speed power not only to escape danger but as a way to initiate an attack on an opposing player.

A player, in order to confuse the opposing player as well as to reposition the starship, may use the reverse motion. However, this strategy should be used with caution.

A player wants to plan his repair cards for when the opposing player's starship is out of range. Torpedoes always disrupt repairs to a starship.

A player further wants to conserve the starship's torpedoes. The threat of plentiful torpedoes keeps the opposing player on the defensive when the player's starship is behind the opposing player's starship.

These together with other objects of the invention, along with the various features of novelty, which characterize the invention, are pointed out with particularity in the claims annexed to and forming a part of this disclosure. For a better understanding of the invention, its operating advantages and the specific objects attained by its uses, reference should be made to the accompanying drawings and descriptive matter in which there are illustrated preferred embodiments of the invention.

To the accomplishment of the foregoing and related ends, certain illustrative aspects are described herein in connection with the following description and the annexed drawings. These aspects are indicative of the various ways in which the principles disclosed herein can be practice and all aspects and equivalents thereof are intended to be within the scope of the claimed subject matter. Other advantages and novel features will become apparent from the following detailed description when considered in conjunction with the drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates one embodiment the chess-like board game and a preferred embodiment of setup of the game; and

FIGS. 2A and 2B illustrate gameplay charts on how to calculate damage in the chess-like board game.

DETAILED DESCRIPTION OF THE SEVERAL EMBODIMENTS

FIG. 1 illustrates a preferred embodiment of the current chess-like board game, specifically the preferred setup of the game between two players. FIG. 1 is a reference that depicts how the game should be set up. All of the items are placed in specific locations and although a preferred setup, these locations are not mandatory and may be subject to change depending on the playing space available to the players and also subject to players' preferences. Starship chess 10 depicts a chess board 6 setup diagonally between two players. The players must place the starships 22 in the depicted mandatory position. For the sake of minimizing confusion, the navigation cards 18 are kept together somewhere in front of each player. The Engine Status Tokens 16 should be kept close to the navigation cards since both cards relate to one another. The players want to keep the stack of engine status cards 16 somewhere directly in front of the player so that the player does not forget to adjust them accordingly during gameplay. Engine status cards 16 must be kept sideways to differentiate them, but they may be tucked under a corner or side of the chess board if a player prefers.

The Torpedo Tokens 12 should always be grouped together face-up and spread out slightly so that the players can easily see how many torpedo tokens are remaining. It is a preferred embodiment, that the torpedo tokens 12 are generally half-tucked under the chessboard 6 if possible. The player's coins 20 and the player's individual die 14 can be stored anywhere during gameplay, and used when necessary. The console score board 8 is generally stored to one side of the chessboard 6, but can be located anywhere if space is limited. The playing deck, or “hand” is usually kept in the player's hand, or face-down on the table somewhere (not shown since preferable embodiment is in player's hand). Discarded cards by the players should be kept separated from cards in play. For example, discarded cards can be tucked under the console score board.

The console score board 8 also contains the pegs 5. The console score board is also known as the Starship Console during the game. In FIG. 1, the pegs 5 are in a starting position for the beginning of the game. In another embodiment the pegs may be customized. One peg may contain a lightning bolt on the top circle of the peg to symbolize energy and symbolize the starship's “Power Bar.” Another peg may contain a plus sign (+) on the top circle of the peg to symbolize health and symbolize the starship's “Shield Bar.”

FIG. 1 also depicts how movement is achieved when the starships 22 move off the edge of the chessboard 6, and reemerge on the other side. It depicts the three different possibilities of these moves, each with a different format of dotted lines to differentiate them from one another. Each set of dotted lines 7 has a matching set on the opposite side the chessboard 8. This should help players understand on which square their starships will land when it exists the edge of the chessboard. This dynamic will be referred to as a “wraparound effect” and allows the chessboard to be boundless, thus simulating infinite space. No starship 22 can be backed into a corner, and may continually move in any direction with unhindered movement.

FIGS. 2A and 2B illustrate charts depicting ultimately how damage will be calculated in the game for both starship weapon types: lasers and torpedoes.

FIG. 2A specifically depicts the Laser Damage chart 30 depicts a player's starship 32 in the center. The lines emanating from the starship represent the starship's laser beams. The explosions in the squares at the end of each line depict the amount of damage to an opposing player's starship will take if located on a respective square in relation to the original player's starship.

FIG. 2B specifically depicts the Torpedo Damage chart 40, wherein the opposing player's starship 42 is in the center with the crosshairs of a target reticle over it. The surrounding squares depict an attacking player's torpedoes soaring toward the opposing player's starship. The damage the torpedoes would cause to the opposing player's starship is depicted by where the torpedoes are fired from in a respective square. In this figure, the torpedo bonus damage of plus two has already been added to the total, in order to save players the trouble of having to count while using the chart.

Both FIGS. 2A and 2B are charts intended to be used as a reference for players to make gameplay quicker and easier. These charts are not necessary or required for gameplay if the players can memorize and utilize the counting methods. 

What is claimed is:
 1. A chess-like board game comprising: a plurality of game pieces further comprising: a game board further comprising a defined chessboard area of sixty four squares; a console score board; two identifiable decks of playing cards; two identifiable playing pieces to represent starships; at least one dice further comprising six-sides; at least one, but no more than two coins.
 2. The chess-like board game of claim 1, wherein the game board is placed diagonally between two players.
 3. The chess-like board game of claim 1, wherein the at least one, but more than two coins further comprise two side, a heads side and a tails side.
 4. The chess-like board game of claim 1, wherein the six starships are differently shaped and colored for each player.
 5. The chess-like board game of claim 1, wherein each deck of playing cards is colored differently for each player.
 6. The chess-like board game of claim 1, wherein the identifiable flat cardboard cutout of a starship corresponds to a player's starship.
 7. The chess-like board game of claim 1, wherein the console score board corresponds to a starship's console.
 8. The chess-like board game of claim 7, wherein the starship's console measures a starship's power point level and a starship's shield point level.
 9. The chess-like board game of claim 1, wherein the 2 decks of playing cards, each deck further including a set of particular cards comprising: a set of three each of the following playing cards: forward 1, forward 2, forward 3, forward 4, stop, reverse 1, turn left, turn right, engineering.
 10. The chess-like board game of claim 1, wherein the 6 decks of custom playing cards, each deck further including a set of particular cards comprising: a set of three each of the following playing cards: forward 1, forward 2, forward 3, forward 4, stop, reverse 1, turn left, turn right, engineering.
 11. The chess-like board game of claim 11, wherein the set of three each of the following playing cards: forward 1, forward 2, forward 3, forward 4, stop, reverse 1, turn left, turn right, engineering correspond to navigation cards of the chess-like board game.
 12. The chess-like board game of claim 10, wherein each player has four colored torpedo tokens, corresponding to the players color.
 13. The chess-like board game of claim 10, wherein each player has one colored Engine Status Token, corresponding to the player's color, with an arrow on one side, and a stop-sign on the opposite side.
 14. The chess-like board game of claim 1, wherein each player has one colored die, corresponding to the player's color, with numbers ranging from 1-3 twice on each die.
 15. A method for playing a chess-like board game utilizing the chess-like board game of claim 1, comprising the steps of: providing a game board that includes a defined chessboard area of sixty four squares and an additional trim-board of two squares by two squares in an L shape to connect to the corner of the chess board to increase the board size to 100 squares when playing with more than three or four players; providing two-to-six players each with a set of game board pieces that include a console score board, one deck of 27 custom playing cards, one playing piece, one engine status token, four torpedo tokens, one die, and one coin-like chip; placing the game board in a diagonal position between two players or teams; playing with the game pieces on the game board, until one player defeats other player.
 16. The method according to claim 15, wherein the step of playing with the game pieces further comprising the step of: laying three navigation cards face-down around the game board by the two players; flipping each card over, one at a time, and playing out the results; moving a starship on the game board; attacking an opposing player's starship with torpedo tokens; attacking an opposing player's starship with laser points; rolling the one dice to randomly attack an opposing player's starship(s); damaging an opposing player's starship; defending player's own starship; repairing player's own starship; escaping danger by overdriving starship engines; restoring a player's single spent torpedo token; and destroying an opposing player's starship. 